Hey there Chaos worshipers of all shapes and sizes! Old Man Chaos has just returned from the Eye of Terror (in actuality I finished moving, unpacking, and setting up my new place- whew!). I have a few things I thought I'd update you guys on, if you are interested:
Dark Eldar
I had my first two games with Dark Eldar about a week ago against Iron Hands with Grey Knights allies. My friend Pete can smile now (see that game HERE)- my Dark Eldar got their asses handed to them- not once but twice. In the first game I held a lot in reserve, which enabled my opponent to table me by the start of turn 2. Yikes. We then played a rematch where I held less in reserve- and I was pretty much undone by the end of turn 2 again, so I gave up.
It was just brutal. My rolling wasn't even that bad- but my opponent had plenty of tanks and guns- my Dark Eldar just couldn't catch a break at all. I was absolutely despondent at the end of the games. I barely put up a fight at all. I don't mind losing- I get upset when it wasn't even a contest, like why did I even bother putting my minis down? I no sooner put them down and I had to scoop them all up. My opponent was gracious both times to be sure. Still- I was shamed, to say the least.
So what happens now? No, I will not put the DE back on the shelf for another edition. I will find a way to make the army work. I just think in this edition of overwatch and Imperial Knights that the new DE book as it is now just isn't enough (they took Haywire Grenades from Wyches- WTF?). The supplement (Covens) is hardly much better (though a couple of the formations are interesting). I am at a loss on what to do here. And you know I love my Dark Eldar army...
Campaign for Trovana Prime Update
I played another battle against my friend Brian in our campaign last week. As you may be aware, I have been running a few articles about the Judgement of Trovana Prime (look HERE and THERE for the most recent posts). I have been enjoying the campaign, but I haven't won a game yet, which is odd for me. Not that the games haven't been competitive (some have been blowouts, most have been really close). The best "victory" I got was that I destroyed his Imperial Knight (meaning he can't use it again for the rest of the campaign).
So this week we played a Maelstrom of War mission (Cloak and Shadows). This mission has the deployment at the short edges- a long way to trek to get to the other side. I played very well, plenty of killing on both sides. However, the tactical objective cards just wouldn't come to me- I kept getting cards for objectives that were on my opponents side; while he kept getting cards for objectives that were ON his side. As a result, the final score was 10 to 1... BUT in terms of kills and objectives held it was much much closer.
Brian remarked that while he loves the card missions for variety, he also feels that it may be too random- he acknowledged that the game was much, much closer than the lopsided victory points would suggest. Nevertheless, he repelled my advance into his territory, and the campaign goes on.
I did learn a few things though-
1) Plague Marines should use plasma- I had always equipped them with Meltas, but I have since discovered that it is tough to get them close enough for Meltas to make the difference. Plasma Guns have the better range and are still S 7 AP 2, which still gives you a chance to explode a vehicle.
2) Obliterators- I have always been reluctant about using them- they are a bit pricey compared to havocs, but their versatility is key. They got in some great shots until Brian's Centurions grav gunned 'em down like bitches (did I mention how much I hate these guys?).
3) Daemon Princes- they are a bit funky, especially with grounding tests, and they can't charge ground units if they were in the air the previous turn, which is annoying. However, I used the Prince to harass the ground troops with Smite, and he did charge and destroy a Storm Talon. Not too shabby.
4) Plague Drones- they are great, bringing some speed to Nurgle. However, they don't work well against Terminators, let's put it that way. Next time I'll try to have them go after regular marines or vehicles instead.
Well, that's all I have for now. I am slowly but surely painting stuff, which I'll be sure to post when it is all finished. Until next time...
Showing posts with label Map Campaign. Show all posts
Showing posts with label Map Campaign. Show all posts
Thursday, November 27, 2014
Sunday, November 2, 2014
Campaigning in 40K Part 4- The Progress So Far
Hey there Chaos followers one and all! Old Man Chaos is back from a trip to the seventh circle of the Eye of Terror, so to speak. I recently moved, which was a "slight" ordeal. It has been a couple of weeks since I put paintbrush to model (nor have I been able to post), which is disappointing; but life goes on! I should be back to painting in no time at all, once I get my new digs set up.
So, for this article I'm going to summarize my Trovana Prime campaign as it went these past few months. If you have been following my series, you know that I have longed to do a big campaign. I have only ever done one (which was a lot of fun but collapsed under its own weight- the rules were a bit too much). After years of fiddling and streamlining, I came up with a new campaign ruleset- the Judgement of Trovana Prime.
So, we began the campaign in earnest this summer- I kept it small- it was my brother, my friend (and newly converted 40K fanatic) Brian and myself. I set up the campaign narrative as such that all three factions- Space Marines, Imperial Guard, and Chaos could reasonably all fight each other. I was excited- it would be time to see if my new rules panned out as well as I hoped.
Thankfully, I can report that the campaign rules have functioned much better than our last iteration. The map phase is cleaner, the environmental tables work well, and the "Plot Threads" have added some spice to the proceedings so far (more on that in a second). The game has been fast paced with lots of battles happening.
However, it was not without hiccups. After a few battles, my brother said he was done with the campaign- he just didn't want to commit the time needed for such a lengthy game. That was quite frustrating- but I wrote it into the plot, saying law and order has almost broken down, and while some guard are active, the Adeptus Astartes are in charge now. It made narrative sense, thankfully.
The campaign has been a ride, that is for sure. Ironically, I have only won a few games, while newcomer Brian has used his Ultramarines/Grey Knights to wipe the floor with my Chaos forces. I am in no way sore about it- I just can't believe that after all this time of wanting a campaign I am performing so poorly! I suppose that war has its fortunes, good and bad. It has certainly pushed me to experiment with other lists/ideas...
Yet, all is not lost. At our most recent game, Brian decided to bring forth his Imperial Knight for the second time. If you recall from my "Plot Threads" posting, the Imperial Knight, Baneblade, and Lord of Skulls all count as Lords of War for their faction. If they are destroyed, they cannot be used for the rest of the campaign. Brian had previously used the Imperial Knight in one of our earlier games; the Knight was brutal; the Knight was simply vicious.I barely scratched him.
So, Brian boasted that he was bringing the Knight in for our most recent battle. I decided, rather than go for victory, I would instead go for his Knight. I created a list of Traitor Guardsmen, using the Astra Millitarum book. Thus I had a ton of lascannons, tanks, and more. I took tons of shots at him in the first turn doing significant damage in the process (his ion shields blocked some, sadly). However, he was still alive and kicking.
In his first turn, he retaliated, blowing up scores of guardsmen and
stomping two tanks as if they were paper- I really thought my gambit was
going to fail. But, at the start of the second turn, my remaining Traitor Guard lascannon teams whittled away the remaining hull points, and the Knight was
destroyed (and what a roll!). This is exactly the result I wanted- now he cannot use the
damnable thing any more, giving me an opening in future games to use the
Lord of Skulls with a bit more safety.
The game did go as expected afterwards- once I killed the Knight the Space Marines and Grey Knights sought revenge, and it was ugly. They just cut through my remaining guardsmen like a scythe, and there was little I could do to stop them. The Imperial Knight had done so much damage in a single turn that I could not regroup enough. I conceded the game, but Brian knew victory had cost him dearly. The loss of Veritas of House Dilabor could alter the entire campaign. I have never been so happy about losing a game!
We have not been able to play the campaign for the past few weeks due to my moving. Now that I am (kind of) settled, I intend to strike back ever harder at my worthy opponent. I will let you know the progress of the campaign, as well as the modelling I will be able to accomplish once I set up my new hobby area- did I hear someone say Voidraven Bomber? Lol
Until next time...
| Using the old charge plastic counters to show attacks on the map |
| My zombie list wrecked havoc- but the Imperials still won! |
| Brian learned to fear Defilers and Soul Grinders |
However, it was not without hiccups. After a few battles, my brother said he was done with the campaign- he just didn't want to commit the time needed for such a lengthy game. That was quite frustrating- but I wrote it into the plot, saying law and order has almost broken down, and while some guard are active, the Adeptus Astartes are in charge now. It made narrative sense, thankfully.
The campaign has been a ride, that is for sure. Ironically, I have only won a few games, while newcomer Brian has used his Ultramarines/Grey Knights to wipe the floor with my Chaos forces. I am in no way sore about it- I just can't believe that after all this time of wanting a campaign I am performing so poorly! I suppose that war has its fortunes, good and bad. It has certainly pushed me to experiment with other lists/ideas...
| If I'm using Noise Marines the situation MUST be desperate |
| Veritas of House Dilabor marches against the forces of Chaos |
| This tank crew was assigned the task of destroying the Imperial Knight |
| The Lascannon crew that destroyed Veritas |
| The die roll that spelled the doom of Veritas, Knight of House Dilabor |
Until next time...
Monday, October 6, 2014
Campagining in 40K Part 3- Some Rules
Hey there friends and fellow fanatics. Old Man Chaos is back with another update. I'm working on a bunch of stuff currently (some Chaos, some Dark Eldar). I did pick up the book and I'm itching to give them a spin. The codex took some cool things away, but added others, so I really want to see how they do- hence I dusted off some DE stuff I haven't touched and I'm back at it. I will have to get the new models- they all look fabulous. If you give the Archon a more dynamic pose he'd be perfect (and you can, as he can be converted with ease). I'll show you new stuff as I get it done.
Meanwhile, I'm back with another part in my ongoing series regarding the new 40K Campaign I developed- The Judgement of Trovana Prime. Last time, I showed the storyline for the campaign, which allows for several factions (Chaos, Space Marines, Imperial Guard, Traitor Guard, Grey Knights). Now, I know that lots of people love tournaments and/or one off games (I predominantly play one offs). However, the idea of doing an actual campaign is what I really want to do. A full storyline, filled with action, heroes and villains, with a whole world or system at stake. And the 40K universe is SO big, that you could just make up a system and breathe life into it. I wish I could do more campaigns, but it is tough to get people together regularly to do it. However, this didn't stop me from developing a campaign of my own.
For this "edition" of Chaos Corner, I want to show off a special rule that I developed for this campaign: Plot Threads. Now, an ongoing campaign has a lot of ups and downs, reversals and utter defeats. However, battle after battle might become a little stale. So, I added an element that each battle COULD mean more than just planting a flag on a map. So, here it is, presented for your approval, straight from the campaign pack I made:
![]() |
| Back in the day, whenever my DE tried to run, they would roll 1s or 2s, thus earning them the "Lazy" insult. |
For this "edition" of Chaos Corner, I want to show off a special rule that I developed for this campaign: Plot Threads. Now, an ongoing campaign has a lot of ups and downs, reversals and utter defeats. However, battle after battle might become a little stale. So, I added an element that each battle COULD mean more than just planting a flag on a map. So, here it is, presented for your approval, straight from the campaign pack I made:
“Plot Threads”
To
ensure that each battle of the campaign has weight and “means” something, the
following “plot threads” are in place to raise the stakes of the game for your
faction as well as contribute to the overall narrative.
Lords
of War
The
Lords of War are the greatest engines of destruction, literally looked upon as
gods of the battlefield. Such is their terrible might and awe inspiring power,
that whole campaigns are waged with the Lords of War being the hammer and anvil
of a warlord’s strategy.
However,
Lords of War are an uncommon sight- they are difficult to manufacture and
therefore rare. To reflect this, each faction has access to only 1 Lord of War.
This Lord of War may be used ONCE in any battle PER TURN without any
forewarning (see 7th edition army organization). However, if the Lord
of War is destroyed, it CANNOT be used in any future battle for the remainder
of the campaign. Thus, while a powerful weapon, a Lord of War must be used
wisely.
Imperial
Guard- 1 Baneblade
Chaos-
1 Lord of Skulls
Space Marines-
1 Imperial Knight
Scorched
Earth
War
never changes. Lives, cities, civilizations, planets, and even whole solar
systems have been utterly destroyed by war. This may be done out of simple
blood lust, the desire to “set an example” to enemies, or as a sacrifice to thirsting
gods.
However,
in a war, there are more practical reasons for setting something to the torch.
Resources, factories, and more can be destroyed in the “scorched earth”
approach to war. If you have been defeated and you are losing a tile that has a
building on it, you can attempt to destroy it. Roll a D6 after the battle. On
the roll of a 1, the building is destroyed. On a 2+, it is now in the hands of
the enemy. If the building is destroyed, it is removed from the tile and cannot
be used again. If it is the tile itself (like the spaceport), simply note it on
your faction sheet. Hive Cities cannot be destroyed in this way.
Special
Characters
These
are the heroes and villains of the 41st millennium; warriors of such
strength, cunning, and renown, that simply their presence on the battlefield
inspires courage from their allies and total terror in their foes. However,
despite their prowess, these heroes are not immortal, and they can only be in
one place at any time.
Like
Lords of War, each faction can only use the following special characters ONCE
in any battle PER TURN. If the character is reduced to 0 wounds. Roll a D6. On
a 1-5, the character is “dead” and may not be used for the remainder of the
campaign (he died, has withdrawn, suffered great injuries). On a 6, the
character retreats from the field, ready to fight another day (he still counts
as destroyed for victory points purposes, etc.), thus he can be used again in
subsequent turns.
For
this campaign, the characters are as follows:
Ultramarines:
Marneus
Calgar
Tigurius
Inquisitor
Corwin (counts as Kasimov)
Imperial
Guard:
Lord
Governor Porter Vasser (counts as Lord Creed)
Inquisitor
Wynter (counts as Inquisitor Coteaz)
General
Xan (counts as Commander Pask)
Chaos:
Kharn The Betrayer
Lord Pandemicus (counts as Typhus)
Colonel Strommer, Traitor Guard (counts as Col Straken)
Well, I hope that you liked this sample of my campaign rules, and that it inspires you to make your own campaign. I have been playing the campaign for weeks off and on, though not quite in the way I intended. In the next edition, I'll inform you as to the progress of the campaign, which has been interesting, and a little ironic.
Until next time...
Wednesday, October 1, 2014
Campaigning in 40K Part 2- Getting Back On The Horse
Hey there my friendly readers! Welcome to yet another edition of the Chaos Corner. The Dark Eldar are upon us! Very exciting, though the idea that they have no LoW is kind of lame. Seriously? The other 7th edition books all have a LoW- why are we DE players being shafted again? So annoying. At the very least I hope he comes as a Dataslate. I just wish GW would be just a bit more consistent with their books/releases.
At any rate, I am here to talk about my campaign to... do a 40K Campaign. In a previous article, I outlined a campaign my friends and I did, The Gryphone IV- Siege of Kronian campaign (See that article HERE. We were so excited by the campaign, but it fell apart- the rules were too complex, and the map was cumbersome, to say the least.
However, I never gave up on the dream. I would always tinker with rules, trying to develop better campaign rules. Well, this past year I have come up with a much better ruleset, and a storyline to go with it. So, for your approval, I present to you the storyline: The Judgment of Trovana Prime!!!
Well, that's the story set for the epic campaign. I'll post again with some of the rules that I made, and a progress report on the campaign itself.
At any rate, I am here to talk about my campaign to... do a 40K Campaign. In a previous article, I outlined a campaign my friends and I did, The Gryphone IV- Siege of Kronian campaign (See that article HERE. We were so excited by the campaign, but it fell apart- the rules were too complex, and the map was cumbersome, to say the least.
However, I never gave up on the dream. I would always tinker with rules, trying to develop better campaign rules. Well, this past year I have come up with a much better ruleset, and a storyline to go with it. So, for your approval, I present to you the storyline: The Judgment of Trovana Prime!!!
The Judgment of Trovana Prime
Background of Trovana Prime: In the opening phases of
the 13th Black Crusade (999.M41), the entire Imperial war machine
slowly grinds in preparation to meet the threat of Abbadon and his forces of
traitors and heretics. This will be a war unlike any other, a war that will
shake the foundations of the galaxy. Such a titanic confrontation seems quite
remote to the people of Trovana Prime however, as they are far from the front lines; yet, little do these Imperial citizens
know that a swift fate is hanging over them, and that the flames of Cadia and the gaze of the Eye of Terror may
yet reach Trovana.
Trovana Prime is actually the fourth planet of the Trovana
system, however it is the largest habitable planet and thus the center of trade
and culture in the system. The Trovana system was settled by pioneers from the
Five Hundred Worlds, the original seat of the Ultima Segmentum. Trovana, like
so much of the Ultima Seqmentum, is ruled over and protected by the Ultramarines.
Trovana, like many of the original Five Hundred Worlds, is a
planet of biodiversity, abundant raw materials, and large cities that
facilitate the exploitation of Trovana Prime’s resources. Trovana Prime has
become a center of trade, industry, and culture in the region. Naturally,
Trovana pays its rather large tithes to Maccragge and the Imperium without issue or complaint.
As the war on Cadia begun, Marneus Calgar, master of the
Ultramarines, has called upon all worlds in his domain to produce more
materials to aid the forces of Cadia and the besiged Imperial defenders. Calgar
is also preparing to lead the Ultramarines personally to battle on Cadia
against the forces of the archenemy.
Insurrection on Trovana Prime: Just as Calgar was
preparing to mass his forces and gear up wartime production on his worlds, the
unthinkable occurred- a revolt broke out on Trovana Prime. The insurrection at
first seemed to be a spontaneous uprising, with workers dissatisfied with the
increase in work hours and tithes demanded. However, as the rebellion spread
from the Kroarscia Industrial Complex Forge Center to the City of Hisi to the
agri-plains of the Shahar Valley, it became apparent that a more insidious foe
was at work. As the rebels began to unfurl their new standards and flags, the
strange and blasphemous symbols demonstrated beyond doubt what started this
insurrection, the forces of Chaos.
Lord Governor Porter Vasser the third immediately rallied loyalist
forces and set to work in cutting out this foul cancer from Trovana. Vasser and
his right hand, General Xan took the fight to the rebel stronghold in
Kroarscia, but they continue to resist in all quarters of the globe. Making
matters worse, some elements of Vasser’s forces have turned traitor, led by the
treasonous Colonel Strommer. Vasser has put a brave face on the conflict,
swearing to put down the rebellion at all costs. Vasser did petition the
Ultramarines for aid, and Calagar has sworn aid to the loyal forces of Trovana
Chess Pieces: As the rebellion continued, a strange
visitor made his way to see Governor Vasser- an old man named Lenard Wynter.
Through trickery and deceit, Wynter came before the Governor and revealed that
he was an Inquisitor- Wynter the Forgiver of the Ordos Malleus. With such
authority, the Inquisitor quickly took much of the power from Vasser and has
become the de-facto leader of the Imperial forces of Trovana Prime.
In the midst of these developments, Calgar was about to
split his forces- the bulk were to be dispatched to Cadia, with a smaller force
sent to Trovana to put down the rebellion. At this moment, Calgar received a
communication from Jarred Corwin, lord Inquisitor of the Ordos Hereticus.
Corwin petitioned that Calgar himself go to Trovana at once, informing the lord
of Ultramar that a renegade, heretical Inquisitor was on planet, weakening the
loyalists from within, and Governor Vasser didn’t know it. Gritting his teeth,
Calgar acquiesced to the Inquistor’s command and prepared at once to go to
Trovana.
The Die Is Cast: As Lord Governor Vasser and
Inquisitor Wynter prepared to renew assaults on rebel strongholds, the
unthinkable occurred. Chaos Battleships broke from the warp and entered orbit,
vanquished the Trovana space defenses, and began to make planetfall. Thus, the
truth was revealed- the Traitor Legions were behind the bloodshed. Incredibly, the
Plague Marines of the war-band Krankhiet and the Khorne Bezerkers of the Scions
of Gorechild have formed an uneasy alliance, putting aside their mutual
animosity in order to slaughter those loyal to the Emperor. From orbit, Death
Guard battle barges launched chemical and nuclear warheads against loyalist
strongholds, rendering the city of H'Chusni and the Highlands of Tulkas into
contaminated wastelands, while the Bezerkers, led by Kharn himself, tore a
bloody swath through the defenders. Vasser feared for his world and his soul,
but Wynter reassured him that the Emperor protects.
As if in answer to a prayer, Calgar and his Ultramarines
arrived in-system, and prepared to take the fight to the enemy, both in the
void and on the war-torn planet. Calgar swore that this blasphemy would be
avenged, for no planet of the Five Hundred would ever fall to Chaos. He swore
an oath, on the honor of Guilliman, that justice would be done for Trovana
Prime.
From the planet surface, Inquisitor Wynter could feel it
with his psychic senses. Corwin was indeed with the Ultramarines- Corwin had
his tainted claws in everything, didn’t he? Wynter, sighed, knowing he may have
to fight the Ultramarines now as well. Taking up his weapons, he simply said
“For the Emperor”…
What is the true purpose of the Chaos invasion of Trovana?
What spurred the unholy alliance between two traitorous
legions?
Can Calgar save Trovana and then make all speed for Cadia?
How will Lord Governor Vasser save his world?
And… which Inquisitor is the real traitor?
The War for Trovana has truly begun…
Well, that's the story set for the epic campaign. I'll post again with some of the rules that I made, and a progress report on the campaign itself.
Until next time...
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